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Bugs are out of hand

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ravenlocke
Posts: 26

Bugs are out of hand

Post#1 » Mon Sep 24, 2018 3:21 am

Bugs are simply out of control with all of these massive patches back to back.

1. Keep lord wiping warbands by himself - witnessed both from side of attacking and defending
2. Keep lord attacking people outside keep before door is down (just running around 1 shotting people)
3. Hill in warcamp in ISHA sc is climbable - Mythic put guards there for a reason...how did this not get tested??
4. Keep lord aggro is random - i group healed twice while my whole group was DOWNSTAIRS and pulled aggro from tank that was upstairs
5. Increased crashes when entering scs - absolutely ruins 6v6 scs
6. Lava permasnare from tor anroc that requires a relog to fix
7. Objects are much "stickier" than 1 month ago - i get stuck on everything
8. Keep lord spams aggro messages - have to filter out channel 9 - annoying

Playing is simply annoying right now with all of these issues. I think it would be great to focus on fixing all of the current issues instead of continuing to push huge changes.

Kright 72 DOK

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Cur1976
Posts: 7

Re: Bugs are out of hand

Post#2 » Mon Sep 24, 2018 4:07 am

We just took Mandred's (and the zone) without issue. We had all people get on the second floor, and if I (a healer) got aggro I detaunted. His swipe does ~3k damage I filtered it out for combat. I was also there earlier and while it was chaos it was our (Destro) own's fault mostly.

I pretty much remember Keep Lords always running out the keep to hit people when I played the original, not sure how much control the emulated code has over that. Was annoying but not insurmountable. Also fairly sure aggro is not related to z axis, you're still technically within the NPC's aggro radius when downstairs.

ravenlocke
Posts: 26

Re: Bugs are out of hand

Post#3 » Mon Sep 24, 2018 4:10 am

So you took a keep with 400% aao and based on that everything is ok?

There were literally less than 10 order in that zone.

Kright 72 DOK

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OldPlayer
Game Master
Posts: 859

Re: Bugs are out of hand

Post#4 » Mon Sep 24, 2018 5:22 am

ravenlocke wrote:
Mon Sep 24, 2018 3:21 am
3. Hill in warcamp in ISHA sc is climbable - Mythic put guards there for a reason...how did this not get tested??
I remember that Isha scenario was deliberately chosen to be true hardcore 6 on 6 scenario for dedicated group vs. group fightings and this reported issue can be part of the decision.
Balance moderator Peter enjoys this scenario a lot with his group, let's hear his opinion on the issue.
magicthighs wrote:Finding bugs is what players are for. The RoR team itself doesn't have the people nor the time to do that.

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Reesh
Posts: 644

Re: Bugs are out of hand

Post#5 » Mon Sep 24, 2018 5:43 am

Isha was chosen as a 6v6 scenario because of the landscape that favors melee, or rdps comps at the same time, in regards to where combat is going on.

Guards had been removed the eliminate cheap play of super punting/pulling enemy team into the guards, as it happened numerous times before, so only pure group vs group combat is relevant.
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Hargrim
Developer
Posts: 2465

Re: Bugs are out of hand

Post#6 » Mon Sep 24, 2018 6:07 am

Channel 9 is technical channel, i strongly suggest to mute it.

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Aethilmar
Posts: 223

Re: Bugs are out of hand

Post#7 » Mon Sep 24, 2018 7:15 am

Reesh wrote:
Mon Sep 24, 2018 5:43 am
Isha was chosen as a 6v6 scenario because of the landscape that favors melee, or rdps comps at the same time, in regards to where combat is going on.

Guards had been removed the eliminate cheap play of super punting/pulling enemy team into the guards, as it happened numerous times before, so only pure group vs group combat is relevant.
If folks are getting punted into the guards maybe folks should back off. For some reason, "hard core" PvPers think ganking folks at spawn over and over again is the epitome of skill.

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Hargrim
Developer
Posts: 2465

Re: Bugs are out of hand

Post#8 » Mon Sep 24, 2018 7:19 am

Aethilmar wrote:
Mon Sep 24, 2018 7:15 am
Reesh wrote:
Mon Sep 24, 2018 5:43 am
Isha was chosen as a 6v6 scenario because of the landscape that favors melee, or rdps comps at the same time, in regards to where combat is going on.

Guards had been removed the eliminate cheap play of super punting/pulling enemy team into the guards, as it happened numerous times before, so only pure group vs group combat is relevant.
If folks are getting punted into the guards maybe folks should back off. For some reason, "hard core" PvPers think ganking folks at spawn over and over again is the epitome of skill.

That's what part of community wanted, it's not a bug, it's a feature so we can leave it at that.
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Dammy095
Posts: 371

Re: Bugs are out of hand

Post#9 » Mon Sep 24, 2018 7:58 am

Hargrim wrote:
Mon Sep 24, 2018 6:07 am
Channel 9 is technical channel, i strongly suggest to mute it.
yes that what most of us did
there was no messages in that channel before update tho, had it enabled al lthe time and it was all quiet
more important is - do alot of those messages affect perfomance/stability ? muting channel is just hiding them or disabling them completely ? i mean if its cosmetic or actually not letting them to affect you

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lefze
Suspended
Posts: 863

Re: Bugs are out of hand

Post#10 » Mon Sep 24, 2018 8:00 am

Hargrim wrote:
Mon Sep 24, 2018 7:19 am
Aethilmar wrote:
Mon Sep 24, 2018 7:15 am
Reesh wrote:
Mon Sep 24, 2018 5:43 am
Isha was chosen as a 6v6 scenario because of the landscape that favors melee, or rdps comps at the same time, in regards to where combat is going on.

Guards had been removed the eliminate cheap play of super punting/pulling enemy team into the guards, as it happened numerous times before, so only pure group vs group combat is relevant.
If folks are getting punted into the guards maybe folks should back off. For some reason, "hard core" PvPers think ganking folks at spawn over and over again is the epitome of skill.

That's what part of community wanted, it's not a bug, it's a feature so we can leave it at that.
Problem with guards is that they dictate the entire fight. You can basically just feign combat to fish immunities and get morales up, while slowly backing towards the guards. There is virutally no counterplay to this, a team can just stay on the defensive and back towards the guards while waiting for the perfect combo of enemy and friendly immunities, and then go for completely free kills. Especially comps with a ranged dps can exploit this. And 6v6 shouldn't have elements like oneshotting guards restricting movement and dictating the outcome.

Isha also has a lot of mostly unused space past the warcamps, currently fights happen even in these areas. Guards being removed was the best thing to ever happen to the scenario.

Now, not climbing into the spawn should be as much a given as not capping the flag or punting people off the edge in EC. However, if the scenario is completely one sided there is no harm in doing this, but most people just agree to cap the flag at this point to not waste time.
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